My #90 All Time Favorite Game Show Is Password Plus Tom Kennedy
The rules for Password Plus and Super Password were almost identical. Two teams, each composed of a contestant and a celebrity, competed. The object, as on the original Password, was for the clue-giving partner to get the receiving partner to guess a given word (the "password"). The giving partner on the first team offered a one-word clue, to which the receiving partner was allowed one guess; there were brief time limits for both the clue and the guess. Teams alternated giving one-word clues until the password was guessed, or until each side had given two clues (three in the early days of Password Plus until June 15, 1979). Giving an illegal clue (multiple or hyphenated words, going over one word, using over-expressive gestures, forms of the password, made-up words, using too much physical movement, etc.) forfeited the receiver's turn to guess, as did having clue-giving time expire without giving a clue. If the word itself was given away by any of the players, or a clue was ruled illegal after the word had been correctly guessed, the opposing team was given the right to guess the puzzle. If the word was revealed prematurely by anyone other than the players, the word was put on the board and neither team guessed. Like the ABC run of Password, the first clue-giver for each password on Password Plus had the option to give the first clue or pass to the other team. Originally, the team that did not get the previous password was given the option, but this changed a few months into the run. This option was eliminated on Super Password, with the team that got the previous password given first crack at the next one. Initially, the rules regarding cluegiving were the same as on all previous versions of Password. Beginning with the April 23, 1979 edition of Password Plus and continuing until the series left the air in 1982, two rules were put into place. The first disallowed any password's direct opposite as a legal clue (such as "loose" for "tight"). The second added a penalty to the game; if a team in control either took too long to decide whether to play or failed to come up with a clue before the buzzer, the other team was given two chances to guess the password. Super Password did not use these rules.